lol thanks - i got it working ... which in a way sucks cus my buddy was helping me with this and he had to use probably like 50 lines of code that does the same thing ur 2 lines do. thanks man
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Show posts MenuQuote from: Crimson Wizard on Fri 09/04/2010 00:13:30
I honestly can't guess what may be wrong in your code... anyway, that is the code I used in my own game a while ago (and it worked perfectly):Code: ags oWave1.X = oWave1.X + 1; if (oWave1.X == 0) oWave1.X = -76;
NOTE: initial position of oWave was -2.
So, it go from -2 to 0, then to -76 and from -76 to 0 and then repeated last move forever.
Quote from: Gilbet V7000a on Thu 08/04/2010 06:41:07
Yeah, put it in rep-exec[_always](). Also, you don't need to issue a Move() every game loop. Try this:Code: ags if (oRock.X == 645) { oRock.SetPosition(5, 535); } else if (oRock.x == 5){ oRock.Move(645, 535, 2, eNoBlock, eAnywhere); }
Also, make sure that the object could indeed reach x-coordinate 645 considering the room's size and the game's res.
if (Object.GetAtScreenXY(645, 535) == oRock) {
object[0].SetPosition(5, 535);
}
else {
object[0].Move(645, 535, 2, eNoBlock, eAnywhere);
}
Quote from: Ben304 on Sat 28/11/2009 07:18:54
In response to PM:
- When I go for my first run of blocking ...... Setting pressure sensitivity to 'size' (as well as opacity when shading) gives pretty much all the brush ........
Quote from: Ben304 on Sat 28/11/2009 02:21:47
Pretty sure I linked you to these in a PM some time ago, Drew, but in case I didnt:
http://www.itchstudios.com/psg/main.php?id=ps55paint
http://www.itchstudios.com/psg/art_tut.htm
This has some good advice on using Photoshop to blend and stuff
And on the subject of speedpaintings, have a crappy one from me (I just remembered why I hate doing faces, too)
Quote from: Chicky on Fri 27/11/2009 22:28:49
Search for Photoshop speed paints on youtube, should help you with colouring a fair bit.
This is pretty awesome: http://www.youtube.com/watch?v=QjcHhjt6bYo
Edit: Your sketch is pretty good btw!
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